blade sight WIP 2024/03/15 update notes


Sorry about the week off. Back to it with an odd winding path to the current set of changes.

I had started creating a stage area sort of thing (which can be peeked at with numpad 1, though there is no way out aside from asking a GF to go home or getting a game over using numpad 0.

I started work on being able to assign enemies to 'teams' with roles, in order to get support enemies into the mix in a more meaningful way, and get groups to feel less like getting swarmed by hitboxes. However, that step hasn't really been started yet, though i got a lot of work done on a relevant task; variable behaviour patterns for enemies.

so the big change is that the training mode combat has been updated heavily. now in the locations training fights could be started, there is a live menu that can be pulled up by taunting to change rules, attributes, and the enemy cpu behaviour. a few preset types of behaviours were added and a frame-data timeline display was added to the options. hopefully these training options should help curious players learn more about how stuff works

relatedly, there are a few new attacks this week, (red ninjas got a reversal), and enemies have learned how to wake up with a reversal. beware enemies with invincible uppercuts! they are only allowed to actively react to incoming attacks with a reversal on -wake-up- specifically. this is a tricky mechanic to allow the cpu to use, but for wakeups it felt like a reasonable context for reaction to give to the cpu.

lastly, acted spellcards have been started, one appears in the Don't You Remember encounter. It's a spell card attack that has an enemy as the source, so they can be guard crushed and defeated before they time out. there is still plenty more work to come with these.


Files

blade_sight 0.2024.03.15.zip 263 MB
Mar 16, 2024

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